uniq_faznrb18_ESO wrote: »/Signed
Though i'd rather increase the heal % and not touch the attacks. Keeping one alive doesnt do squat if you dont have magicka or Stamina.
Agreed on Leeching Strikes being the unsexier of the morphs.
I tried to stack health like a boss (baus?) and when tanking, the perk of the 700 per swing did not outweigh the resource management of Siphoning Attacks (Siphoning heal bonus of Leeching Strikes and Swallow Soul with some Lord's +healing received - uncertain about the last one in hindsight). Versus say, blocking with Sap Essence and healing for the same amount plus healing allies and having a decent chance at recouping on resources.
I'm not too certain what ZoS could do to make this more appealing without making it too powerful or nerfing Siphoning Attacks. I do like the 5% health returned (or even a 4% return).
Every time I put a point into Leeching Strikes or it's Morphs, I regret it.
Which is very depressing, it would be so sweet for it to actually work as a functional self-heal through the light and heavy strikes.
Agreed on Leeching Strikes being the unsexier of the morphs.
I tried to stack health like a boss (baus?) and when tanking, the perk of the 700 per swing did not outweigh the resource management of Siphoning Attacks (Siphoning heal bonus of Leeching Strikes and Swallow Soul with some Lord's +healing received - uncertain about the last one in hindsight). Versus say, blocking with Sap Essence and healing for the same amount plus healing allies and having a decent chance at recouping on resources.
I'm not too certain what ZoS could do to make this more appealing without making it too powerful or nerfing Siphoning Attacks. I do like the 5% health returned (or even a 4% return).
In a fabled past, 4% was what it was.
Agreed on Leeching Strikes being the unsexier of the morphs.
I tried to stack health like a boss (baus?) and when tanking, the perk of the 700 per swing did not outweigh the resource management of Siphoning Attacks (Siphoning heal bonus of Leeching Strikes and Swallow Soul with some Lord's +healing received - uncertain about the last one in hindsight). Versus say, blocking with Sap Essence and healing for the same amount plus healing allies and having a decent chance at recouping on resources.
I'm not too certain what ZoS could do to make this more appealing without making it too powerful or nerfing Siphoning Attacks. I do like the 5% health returned (or even a 4% return).
In a fabled past, 4% was what it was.
it used to be 4% yes, but ti got reduced to 2% for whatever ridiculous reason ZOS had.
Agreed on Leeching Strikes being the unsexier of the morphs.
I tried to stack health like a boss (baus?) and when tanking, the perk of the 700 per swing did not outweigh the resource management of Siphoning Attacks (Siphoning heal bonus of Leeching Strikes and Swallow Soul with some Lord's +healing received - uncertain about the last one in hindsight). Versus say, blocking with Sap Essence and healing for the same amount plus healing allies and having a decent chance at recouping on resources.
I'm not too certain what ZoS could do to make this more appealing without making it too powerful or nerfing Siphoning Attacks. I do like the 5% health returned (or even a 4% return).
In a fabled past, 4% was what it was.
it used to be 4% yes, but ti got reduced to 2% for whatever ridiculous reason ZOS had.
Because they dont want nightblades to have heals?
Sylveria_Relden wrote: »INB4 Nerf NB calls. Oh wait, nvm that's already happening.
Agreed on Leeching Strikes being the unsexier of the morphs.
I tried to stack health like a boss (baus?) and when tanking, the perk of the 700 per swing did not outweigh the resource management of Siphoning Attacks (Siphoning heal bonus of Leeching Strikes and Swallow Soul with some Lord's +healing received - uncertain about the last one in hindsight). Versus say, blocking with Sap Essence and healing for the same amount plus healing allies and having a decent chance at recouping on resources.
I'm not too certain what ZoS could do to make this more appealing without making it too powerful or nerfing Siphoning Attacks. I do like the 5% health returned (or even a 4% return).
In a fabled past, 4% was what it was.
it used to be 4% yes, but it got reduced to 2% for whatever ridiculous reason ZOS had.
Agreed on Leeching Strikes being the unsexier of the morphs.
I tried to stack health like a boss (baus?) and when tanking, the perk of the 700 per swing did not outweigh the resource management of Siphoning Attacks (Siphoning heal bonus of Leeching Strikes and Swallow Soul with some Lord's +healing received - uncertain about the last one in hindsight). Versus say, blocking with Sap Essence and healing for the same amount plus healing allies and having a decent chance at recouping on resources.
I'm not too certain what ZoS could do to make this more appealing without making it too powerful or nerfing Siphoning Attacks. I do like the 5% health returned (or even a 4% return).
In a fabled past, 4% was what it was.
it used to be 4% yes, but it got reduced to 2% for whatever ridiculous reason ZOS had.
Sadly it has always been 2%. At release the tooltip indeed said 4% but it would only heal for 2%. Instead of changing the ability they changed to tool tip.
ThatNeonZebraAgain wrote: »holy thread necro batman!
Posted this in my thread about Siphoning Attacks and NB tanking on the PTS forum:
@Wrobel @ZOS_RichLambert
Below is a way to change Leeching Strikes into the tanking morph while keeping base ability and Siphoning Attacks the same (in other words, catering to DPS/Healer roles). Also, note that the values are just suggestions, and mainly help to illustrate balancing mechanisms. Changes are bolded:New effects and rationales:
- Leeching Strikes: Basic attacks restore 600 Magicka, Stamina, and Health. All other direct damage attacks have a 30% chance to restore 2181 Stamina and Magicka. While active, you deal 20% less damage. 2175 Magicka cost. 30 second duration.
- Lower stat return on basic attacks than SA since tanks try to limit dropping block, which also promotes DPS using SA for animation canceling. I wonder if eliminating the basic attack stat return could even be an option to further create a tradeoff. The health return on basic attacks does distinguish LS from SA, but is nonetheless essentially fluff because the values are a fraction of most HoT ticks and thus are inconsequential.
- Increased proc chance to give tanks way to keep resources up now that it is only possible to get 1 proc chance at a time per mob (ie can't stack GTAoEDoTs with direct damage attacks). With this percentage, slightly less than 1/3 of your direct damage attacks would return resources (an amount that is often less than the cost of the ability itself). Depending on how effective this is, the recent ~10% increase to the value of the SA proc stat return could be reduced back to pre-2.3.2 values (1944 stam/mag), especially if the proc value was increased somewhat further. Also, if the basic attack part was eliminated, the proc could also include a %-based health return, which would benefit tanks since it scales of their higher max health pool.
- Significant damage penalty to further promote use by tanks and create tradeoff for better resource management.
- Longer duration because the buff timer mini-game is terrible design, and which would also make it roughly correspond to Mirage/Double Take's buff length. Longer duration also helps with resource management because it allows you to more easily recoup cost of ability itself and also cast it twice as less.
- Toggle removed to be consistent with ZOS's overall strategy of eliminating toggles from the game.
Given the tradeoffs and possibilities I described, another option could be:Again, numbers are just suggestions that show the balance concepts. The value of the stat return for this is roughly equivalent to combining the value of the basic attack stat return to the original proc value, which could happen for slightly more than 1/3 of your direct damage attacks. Now that mass proccing is very difficult to achieve, it would also be an option to return the stat return to be %-based of this morph. To give an idea of that, pre-IC update SA returned 15% of resources on proc. Basic attacks/animation canceling have no incentive since dropping block is dangerous to tanks and their groups. The health return is a heal and thus benefits from our +healing given/taken passives, and also scales of health, which caters to tanks; however, the value is still rather low compared to HoTs. Slightly larger damage penalty to create further tradeoff.
- Leeching Strikes: All direct damage attacks (not including basic attacks) have a 35% chance to restore 3000 Stamina and Magicka, and heal you for 5% of your maximum Health. While active, you deal 25% less damage. 2175 Magicka cost. 30 second duration.
ThatNeonZebraAgain wrote: »
- Toggle removed to be consistent with ZOS's overall strategy of eliminating toggles from the game.
ThatNeonZebraAgain wrote: »
- Toggle removed to be consistent with ZOS's overall strategy of eliminating toggles from the game.
I actually disagree with this, I find it to be a nice toggle with a very good trade-off, the only problem with Leeching Strikes (In my eyes) is that the health returned is such a low-percentage that it ain't worth slotting even for long PvE encounters.
When I heard they were going to increase the heal, I was excited, but sadly it was only increased to 3%, which still is very lackluster, and won't save anyone from getting killed.
In my mind, I believe a 5% would be a good fix, that would allow most people to use it on and off to regen little resources and health over long drawn-out fights in PvE, and even so in PvP to a certain degree.
It should however, remain a toggle in my mind.
ThatNeonZebraAgain wrote: »ThatNeonZebraAgain wrote: »
- Toggle removed to be consistent with ZOS's overall strategy of eliminating toggles from the game.
I actually disagree with this, I find it to be a nice toggle with a very good trade-off, the only problem with Leeching Strikes (In my eyes) is that the health returned is such a low-percentage that it ain't worth slotting even for long PvE encounters.
When I heard they were going to increase the heal, I was excited, but sadly it was only increased to 3%, which still is very lackluster, and won't save anyone from getting killed.
In my mind, I believe a 5% would be a good fix, that would allow most people to use it on and off to regen little resources and health over long drawn-out fights in PvE, and even so in PvP to a certain degree.
It should however, remain a toggle in my mind.
The main weakness of toggles is they take up a slot on each bar. A buff, even on a 15s timer, only takes up 1 slot across both bars. This is very significant when you can only slot 5 abilities, and also means that the toggle has to be good enough to warrant a slot on both bars (which Leeching defnitely is not). That said, I don't know the internal reason why ZOS is slowly removing all toggles.
Even at 5% health return though, that is still a good deal less than most HoT ticks. The mag/stam return is also less than the other morph. So the problem remains, why waste the slots when other abilities fulfill those roles better.
worsttankever wrote: »Does anyone know - do bonuses to % healing received (like from heavy armor passives) effect Leeching Strikes?